Split the platform out of Core: new Host library + HeadlessHost
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CI / build-test (push) Successful in 1m24s
Core now depends only on Friflo.Engine.ECS — no MonoGame, no platform. The windowed MonoGame host moves to the new MrGameEng.Host library: GameHost, GameHostOptions, visual scene transitions (OverlayTransition, Transitions.Fade/Wipe, TransitionRenderer) and the Input feature (namespace MrGameEng.Input is unchanged). Transition timing stays in Core (SceneManager exposes ActiveTransition/TransitionCoverage/ TransitionPhase; the host draws the overlay). EngineContext loses its GraphicsDevice property: hosts publish the device as a service and graphics code reads it via context.GetGraphicsDevice() in Graphics. Core gains HeadlessHost: a fixed-timestep loop without a window or GPU (Tick/RunTicks, Run with wall-clock pacing and lag resync) for dedicated servers, batch simulation and tests. Graphics and Audio now carry their own MonoGame.Framework.DesktopGL reference instead of inheriting it from Core. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
79d406a9f4
commit
2ac074004a
@@ -0,0 +1,117 @@
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using MrGameEng.Core;
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using Xunit;
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namespace MrGameEng.Core.Tests;
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public class HeadlessHostTests
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{
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private sealed class CountingScene : Scene
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{
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public int LoadCount;
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public int UnloadCount;
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public int UpdateCount;
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protected override void OnLoad() => LoadCount++;
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protected override void OnUnload() => UnloadCount++;
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public override void Update(GameClock clock)
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{
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UpdateCount++;
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base.Update(clock);
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}
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}
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[Fact]
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public void RunTicks_AdvancesClock_ByExactFixedStep()
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{
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var scene = new CountingScene();
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using var host = new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 10f }, scene);
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host.RunTicks(30);
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Assert.Equal(0.1f, host.FixedDeltaTime, 3);
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Assert.Equal(30, host.TickCount);
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Assert.Equal(3.0, host.Context.Clock.TotalTime, 3);
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Assert.Equal(30, scene.UpdateCount);
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}
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[Fact]
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public void FirstTick_LoadsTheInitialScene()
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{
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var scene = new CountingScene();
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using var host = new HeadlessHost(new HeadlessHostOptions(), scene);
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Assert.Equal(0, scene.LoadCount);
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host.Tick();
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Assert.Equal(1, scene.LoadCount);
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Assert.Same(scene, host.Context.Scenes.Current);
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}
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[Fact]
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public void Dispose_UnloadsTheActiveScene()
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{
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var scene = new CountingScene();
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var host = new HeadlessHost(new HeadlessHostOptions(), scene);
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host.Tick();
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host.Dispose();
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Assert.Equal(1, scene.UnloadCount);
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Assert.Null(host.Context.Scenes.Current);
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}
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[Fact]
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public void Run_StopsWhenCancelled()
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{
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using var cancellation = new CancellationTokenSource();
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var scene = new CancellingScene(cancellation, afterTicks: 5);
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using var host = new HeadlessHost(new HeadlessHostOptions { Realtime = false }, scene);
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host.Run(cancellation.Token);
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Assert.Equal(5, scene.UpdateCount);
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}
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[Fact]
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public void TimeScale_StillApplies_OnTopOfFixedStep()
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{
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var scene = new CountingScene();
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using var host = new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 10f }, scene);
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host.Context.Clock.TimeScale = 3f;
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host.RunTicks(10);
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Assert.Equal(3.0, host.Context.Clock.TotalTime, 3);
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Assert.Equal(1.0, host.Context.Clock.UnscaledTotalTime, 3);
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}
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[Fact]
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public void NonPositiveTickRate_Throws()
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{
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Assert.Throws<ArgumentOutOfRangeException>(() =>
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new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 0f }, new CountingScene())
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);
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}
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private sealed class CancellingScene(CancellationTokenSource cancellation, int afterTicks)
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: Scene
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{
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public int UpdateCount;
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protected override void OnLoad() { }
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public override void Update(GameClock clock)
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{
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UpdateCount++;
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if (UpdateCount >= afterTicks)
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{
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cancellation.Cancel();
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}
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base.Update(clock);
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}
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}
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}
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@@ -15,6 +15,14 @@ public class SceneTransitionTests
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protected override void OnUnload() => UnloadCount++;
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}
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// Тайминг-машина живёт в ядре и не зависит от визуала перехода —
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// тестируем на голой заглушке с длительностями, как у Fade.
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private sealed class TimedTransition(float outDuration, float inDuration)
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: Transition(outDuration, inDuration);
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private static Transition Fade(float duration) =>
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new TimedTransition(duration / 2f, duration / 2f);
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private static void Tick(EngineContext context, float seconds)
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{
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context.Clock.Advance(seconds);
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@@ -31,7 +39,7 @@ public class SceneTransitionTests
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Tick(context, 0.016f);
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// Fade(1.0) → фаза закрытия 0.5 c, фаза открытия 0.5 c.
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context.Scenes.Switch(second, Transition.Fade(1f));
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context.Scenes.Switch(second, Fade(1f));
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Tick(context, 0.2f);
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Assert.True(context.Scenes.IsTransitioning);
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@@ -61,7 +69,7 @@ public class SceneTransitionTests
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Tick(context, 0.016f);
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context.Clock.TimeScale = 0f; // игра на паузе
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context.Scenes.Switch(second, Transition.Fade(0.2f));
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context.Scenes.Switch(second, Fade(0.2f));
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Tick(context, 0.15f);
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Tick(context, 0.15f);
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@@ -79,7 +87,7 @@ public class SceneTransitionTests
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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context.Scenes.Switch(second, Transition.Fade(1f));
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context.Scenes.Switch(second, Fade(1f));
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Tick(context, 0.1f);
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context.Scenes.Switch(third); // передумали, пока экран закрывается
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@@ -99,12 +107,12 @@ public class SceneTransitionTests
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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context.Scenes.Switch(second, Transition.Fade(1f)); // 0.5 c закрытие + 0.5 c открытие
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context.Scenes.Switch(second, Fade(1f)); // 0.5 c закрытие + 0.5 c открытие
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Tick(context, 0.6f); // закрыто, своп на second, началось открытие
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Assert.Same(second, context.Scenes.Current);
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Tick(context, 0.25f); // открытие наполовину (coverage ~0.5)
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context.Scenes.Switch(third, Transition.Fade(1f)); // передумали во время открытия
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context.Scenes.Switch(third, Fade(1f)); // передумали во время открытия
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Tick(context, 0.05f); // экран снова закрывается — свопа ещё нет
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Assert.Same(second, context.Scenes.Current);
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@@ -124,7 +132,7 @@ public class SceneTransitionTests
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context.Scenes.Switch(first);
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Tick(context, 0.016f);
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context.Scenes.Switch(second, Transition.Fade(0f));
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context.Scenes.Switch(second, Fade(0f));
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Tick(context, 0.016f);
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Tick(context, 0.016f);
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@@ -0,0 +1,17 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<OutputType>Exe</OutputType>
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<IsPackable>false</IsPackable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.NET.Test.Sdk" />
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<PackageReference Include="xunit.v3" />
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<PackageReference Include="xunit.runner.visualstudio" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\src\MrGameEng.Host\MrGameEng.Host.csproj" />
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</ItemGroup>
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</Project>
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